I have run the VSCode Extension [markdownlint](https://marketplace.visualstudio.com/items?itemName=DavidAnson.vscode-markdownlint) on all Markdown Files in the Repo.
The provided Rules are documented here: https://github.com/DavidAnson/markdownlint/blob/v0.23.1/doc/Rules.md
Rules I didn't follow/fix:
* MD024/no-duplicate-heading
* Changelog: Here Heading will always repeat.
* Examples Readme: Platform-specific documentation should be symmetrical.
* MD025/single-title
* MD026/no-trailing-punctuation
* Caused by the ! in "Hello, World!".
* MD033/no-inline-html
* The plugins_guidlines file does need HTML, so the shown badges aren't downscaled too much.
* ~~MD036/no-emphasis-as-heading:~~
* ~~This Warning only Appears in the Github Issue Templates and can be ignored.~~
* ~~MD041/first-line-heading~~
* ~~Only appears in the Readme for the AlienCake example Assets, which is unimportant.~~
---
I also sorted the Examples in the Readme and Cargo.toml in this order/Priority:
* Topic/Folder
* Introductionary Examples
* Alphabetical Order
The explanation for each case, where it isn't Alphabetical :
* Diagnostics
* log_diagnostics: The usage of inbuild Diagnostics is more important than creating your own.
* ECS (Entity Component System)
* ecs_guide: The guide should be read, before diving into other Features.
* Reflection
* reflection: Basic Explanation should be read, before more advanced Topics.
* WASM Examples
* hello_wasm: It's "Hello, World!".
The `bevy_winit` crate hasn't been able to build on docs.rs [since 0.2.1](https://docs.rs/crate/bevy_winit/0.4.0). This PR restores the ability of docs.rs to build `bevy_winit` again.
(The choice of backend is essentially arbitrary, but choosing one *is required* for the crate to build)
I noticed the following error when trying out the `scene` example
```bash
Feb 13 22:11:13.997 WARN bevy_asset::asset_server: encountered an error while loading an asset: No registration found for glam::f32::vec3::Vec3
```
This PR fixes the error and makes the scene file load correctly
For some cases, like driving a full screen fragment shader, it is sometimes convenient to not have to create and upload a mesh because the necessary vertices are simple to synthesize in the vertex shader. Bevy's existing pipeline compiler assumes that there will always be a vertex buffer. This PR changes that such that vertex buffer descriptor is only added to the pipeline layout if there are vertex attributes in the shader.
Before, when deriving `SystemLabel` for a type without `Clone`, the error message was:
```
the trait `SystemLabel` is not implemented for `&TransformSystem`
```
Now it is
```
the trait `Clone` is not implemented for `TransformSystem`
```
which directly shows what's needed to fix the problem.
In this case, the previous section header linked to in second badge in `plugins_guidelines` didn't actually exist, so I just linked to the same section as the first badge
Also I need to check that github handles the relative links correctly
* Simple Implementation to address #1327 by adding a focused field to the window and related system
* Changing Window update function from bevy_window to bevy_winit.
* Removing unused imports.
the mailbox option doesn't do framelimiting on some devices. we need to rely on vsync for framelimiting until bevy supports framelimiting internally. #1343
The existing snippet fails to compile with:
```
no method named `system` found for fn item `fn(bevy::prelude::Commands) {example_system}` in the current scope
```
The `Texture::convert` function previously was only compiled when
one of the image format features (`png`, `jpeg` etc.) were enabled.
The `bevy_sprite` crate needs this function though, which led
to compilation errors when using `cargo check --no-default-features
--features render`.
Now the `convert` function has no features and the `texture_to_image`
and `image_to_texture` utilites functions are in an unconditionally
compiled module.
* Fix Interaction getting stuck when pressing and releasing mouse button in one frame
* Fix Interaction not resetting in some cases with FocusPolicy::Pass
* use `length_squared` for visible entities
* ortho projection 2d/3d different depth calculation
* use ScalingMode::FixedVertical for 3d ortho
* new example: 3d orthographic